10545338

Image Rendering Responsive to User Actions in Head Mounted Display

PublishedJanuary 28, 2020
Assigneenot available in USPTO data we have
Technical Abstract

Patent Claims
22 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A method for rendering images on a display of a head mounted display (HMD), comprising: tracking, with a gaze detection module inside the HMD, a gaze of a user of the HMD for generating gaze data; predicting, based on the gaze data, that the gaze of the user is to be directed toward a first region of the display of the HMD at a future time; and rendering the first region of the display with a higher image quality than regions away from the first region before the gaze of the user arrives at the first region.

Plain English Translation

This invention relates to improving image quality in head-mounted displays (HMDs) by dynamically adjusting rendering based on predicted gaze direction. The problem addressed is the limited computational resources available for rendering high-quality images across the entire display, which can lead to reduced visual fidelity in virtual or augmented reality applications. The solution involves a gaze detection module inside the HMD that tracks the user's gaze to generate gaze data. A prediction system then analyzes this data to forecast where the user's gaze will be directed in the near future. Before the user's gaze reaches a predicted region (the first region), the system renders that region with higher image quality compared to other areas of the display. This approach optimizes resource allocation by prioritizing quality in the area where the user is likely to look next, enhancing the overall visual experience without requiring excessive processing power. The method ensures that the highest-quality rendering is applied precisely where and when it is needed, improving efficiency and user perception of image quality.

Claim 2

Original Legal Text

2. The method of claim 1 , wherein the tracking the gaze of the user includes tracking movements of eyes of the user, and wherein the gaze data includes data related the movements of the eyes of the user.

Plain English Translation

Eye-tracking technology is used to monitor a user's gaze by analyzing eye movements. This method involves capturing and processing data related to the user's eye movements, such as the direction and speed of gaze shifts. The collected gaze data is then used to determine where the user is looking and how their attention shifts over time. This technology is applied in various fields, including human-computer interaction, market research, and medical diagnostics, to improve user experience, analyze visual attention patterns, and assess cognitive or neurological conditions. The method ensures accurate tracking by continuously monitoring eye movements and updating the gaze data in real time. This allows for precise measurement of visual focus and interaction with digital or physical environments. The technology addresses challenges in traditional gaze-tracking systems, such as inaccuracies due to head movements or environmental factors, by refining the tracking algorithms to isolate and analyze pure eye movements. The result is a more reliable and detailed understanding of visual attention, enabling applications in virtual reality, augmented reality, and assistive technologies.

Claim 3

Original Legal Text

3. The method of claim 1 , wherein the gaze data is usable to calculate a trajectory of the gaze.

Plain English Translation

A system and method for tracking and analyzing gaze data to determine a user's visual focus and interaction with a display. The technology addresses the challenge of accurately capturing and interpreting gaze patterns to enhance user experience in applications such as augmented reality, virtual reality, or human-computer interaction. The method involves capturing gaze data from a user's eyes using sensors, such as cameras or eye-tracking devices, and processing this data to determine the direction and duration of the user's gaze. The processed gaze data is then used to calculate a trajectory of the gaze, representing the path or sequence of visual focus points over time. This trajectory can be analyzed to infer user intent, predict interactions, or adapt system behavior dynamically. The system may also include calibration steps to improve accuracy and compensate for environmental factors. By leveraging gaze trajectory analysis, the technology enables more intuitive and responsive interfaces, improving efficiency and usability in various applications.

Claim 4

Original Legal Text

4. The method of claim 3 , wherein at least part of the trajectory of the gaze is usable for the predicting that the gaze of the user is to be directed toward the first region of the display of the HMD at the future time.

Plain English Translation

This invention relates to gaze tracking in head-mounted displays (HMDs) and addresses the challenge of predicting where a user will look next based on their gaze trajectory. The system analyzes the user's gaze path to determine future gaze direction, enabling preemptive adjustments in the HMD's display or other system responses. The method involves tracking the user's gaze over time and using at least part of the observed trajectory to predict where the user will look in the future. This prediction allows the HMD to prepare content or actions in advance, improving responsiveness and user experience. The system may also incorporate additional factors, such as head movement or environmental context, to refine the prediction accuracy. By leveraging gaze trajectory data, the invention enables more intuitive and efficient interactions with HMDs, particularly in applications like virtual reality, augmented reality, or assistive technologies. The method ensures that the HMD can anticipate user intent, reducing latency and enhancing immersion.

Claim 5

Original Legal Text

5. The method of claim 1 , further comprising: determining that a virtual object is to be displayed in the first region; wherein the predicting that the gaze of the user is to be directed toward the first region is further based on said determining that the virtual object is to be displayed in the first region.

Plain English Translation

This invention relates to gaze prediction in augmented reality (AR) or virtual reality (VR) systems, addressing the challenge of accurately anticipating where a user will look to optimize rendering and interaction efficiency. The method involves predicting a user's gaze direction toward a specific region of a display based on contextual factors, including the presence of virtual objects. When a virtual object is identified for display in a particular region, the system uses this information as an additional input to refine gaze prediction. By incorporating virtual object placement as a predictive factor, the system improves the accuracy of gaze tracking, enabling more efficient resource allocation and smoother user experiences. This approach is particularly useful in AR/VR environments where real-time rendering and interaction depend on precise gaze estimation. The method dynamically adjusts predictions based on both user behavior and virtual content, ensuring that the system adapts to changing visual contexts. This enhances performance by reducing unnecessary processing in non-gaze regions and prioritizing rendering where the user is likely to focus. The invention aims to bridge the gap between static gaze tracking and dynamic AR/VR content, improving both computational efficiency and user engagement.

Claim 6

Original Legal Text

6. The method of claim 1 , wherein the gaze detection module includes one or more cameras, the one or more cameras are configured to capture movements of eyes of the user.

Plain English Translation

This invention relates to gaze detection technology, specifically systems that track eye movements to determine a user's focus or attention. The problem addressed is the need for accurate and reliable gaze detection to enhance user interaction with devices, such as virtual reality (VR) headsets, augmented reality (AR) systems, or computer interfaces. The invention involves a gaze detection module equipped with one or more cameras designed to capture the movements of a user's eyes. These cameras are positioned to monitor eye motion, enabling the system to determine where the user is looking. The captured eye movement data is processed to infer gaze direction, which can be used for various applications, such as adjusting display content, controlling interfaces, or improving user experience in immersive environments. The cameras may be integrated into a head-mounted device or positioned externally to observe the user's eyes. The system may use infrared or visible light imaging to enhance tracking accuracy. By analyzing eye movements, the invention allows for real-time adjustments, such as modifying display elements based on the user's gaze or enabling hands-free navigation in digital environments. This technology is particularly useful in applications requiring precise gaze tracking, such as medical diagnostics, gaming, or accessibility tools for users with limited mobility. The invention improves upon existing systems by providing a more robust and adaptable gaze detection solution.

Claim 7

Original Legal Text

7. The method of claim 1 , further comprising: tracking motion data of the HMD; wherein the predicting that the gaze of the user is to be directed toward the first region is further based on the tracking of the motion data of the HMD.

Plain English Translation

This invention relates to head-mounted display (HMD) systems and methods for predicting user gaze direction based on motion data. The technology addresses the challenge of accurately anticipating where a user will look in a virtual or augmented reality environment, which is critical for optimizing rendering performance, reducing latency, and enhancing user experience. The method involves tracking motion data of the HMD, such as head movements, orientation, and acceleration, to predict where the user's gaze will be directed. By analyzing this motion data, the system can determine that the user's gaze is likely to shift toward a specific region of the display. This prediction is used to pre-render or prioritize content in that region, ensuring smoother visual transitions and reducing the computational load during actual gaze shifts. The motion tracking may include inertial sensors, cameras, or other input devices to capture real-time head movements. The system may also incorporate additional factors, such as user behavior patterns, environmental context, or interaction history, to refine gaze prediction accuracy. By dynamically adjusting rendering priorities based on predicted gaze direction, the technology improves efficiency in resource allocation and enhances the responsiveness of the HMD system. This approach is particularly useful in applications requiring high-fidelity visuals, such as gaming, virtual reality simulations, and augmented reality interfaces.

Claim 8

Original Legal Text

8. The method of claim 1 , wherein the first region demarcates an area of the display for the higher image quality.

Plain English Translation

A method for optimizing image quality in a display system addresses the challenge of efficiently allocating higher image quality to specific regions of a display while maintaining overall performance. The method involves dividing the display into at least two regions, where a first region is designated for higher image quality, and a second region is allocated for lower image quality. The higher-quality region is dynamically adjusted based on user interaction, content focus, or other contextual factors to prioritize visual clarity where it is most needed. This approach conserves computational resources by applying high-quality rendering only to the designated area, rather than the entire display. The method may also include techniques for seamless transitions between regions to avoid visual artifacts. By selectively enhancing image quality in critical areas, the system improves user experience without excessive power or processing demands. The method is particularly useful in applications where display quality must be balanced with system efficiency, such as in mobile devices, virtual reality systems, or high-resolution monitors.

Claim 9

Original Legal Text

9. The method of claim 8 , wherein the regions away from the first region define portions of the display that are not included within the area demarcated by the first region, the portions of the display that are not included within the area demarcated by the first region are rendered with a lower image quality.

Plain English Translation

This invention relates to display systems and methods for optimizing image rendering based on user interaction. The technology addresses the problem of inefficient resource usage in displays where high-quality rendering is applied uniformly across the entire display area, even when only a portion of the display is actively being viewed or interacted with by a user. The method involves defining a first region on a display, which demarcates an area of interest where high-quality image rendering is applied. Regions outside this first region, which are not included within the demarcated area, are rendered with lower image quality. This selective rendering approach conserves computational and power resources by reducing the processing demands for areas of the display that are not currently in focus or being actively used. The method ensures that the primary area of interest maintains high visual fidelity while peripheral regions are rendered with reduced quality, such as lower resolution, frame rate, or color depth. This technique is particularly useful in large displays, virtual reality systems, or applications where dynamic content is displayed across multiple regions. By dynamically adjusting rendering quality based on user interaction, the system improves efficiency without compromising the user experience in critical areas.

Claim 10

Original Legal Text

10. The method of claim 1 , wherein image quality is defined by one or more of a resolution, or a complexity of rendering imagery, or a scanning out rate, or a screen update frequency.

Plain English Translation

This invention relates to methods for defining and optimizing image quality in display systems, particularly for applications requiring dynamic or high-performance visual output. The core problem addressed is the need to balance computational efficiency with visual fidelity in rendering and displaying imagery, ensuring optimal performance across varying hardware capabilities and user requirements. The method involves defining image quality based on multiple parameters, including resolution, rendering complexity, scanning out rate, and screen update frequency. Resolution refers to the pixel density or clarity of the displayed image. Rendering complexity pertains to the computational resources required to generate the imagery, such as shading, texture mapping, or geometric transformations. Scanning out rate describes the speed at which image data is transferred from memory to the display, while screen update frequency determines how often the display refreshes to present new frames. By adjusting these parameters, the method allows for dynamic adaptation of image quality to meet specific performance or power constraints. For example, reducing resolution or rendering complexity can lower computational load, while increasing scanning out rate or screen update frequency can improve perceived smoothness. This approach is particularly useful in real-time applications like gaming, virtual reality, or high-speed data visualization, where balancing visual quality and system performance is critical. The invention enables systems to dynamically adjust these parameters to optimize user experience without exceeding hardware limitations.

Claim 11

Original Legal Text

11. A method for rendering images on a display of a head mounted display (HMD), comprising: tracking, with a gaze detection module, a gaze of a user of the HMD for generating gaze data; accessing importance values for a plurality of virtual objects to be displayed by the HMD; predicting, based on the gaze data and based on the importance values for the plurality of virtual objects, that the gaze of the user is to be directed toward a first region of the display at a future time; assigning rendering priority values for the plurality of virtual objects based on a proximity between each of the plurality of virtual objects and the first region; and rendering, by the HMD, the plurality of virtual objects to the display according to the rendering priority values before the gaze of the user arrives at the first region.

Plain English Translation

This invention relates to gaze-tracking and dynamic rendering in head-mounted displays (HMDs) to optimize image quality based on predicted user attention. The problem addressed is the limited computational resources in HMDs, which can lead to visual artifacts or reduced fidelity when rendering complex scenes. The solution involves predicting where a user will look next and prioritizing rendering resources accordingly. The method tracks a user's gaze using a gaze detection module to generate gaze data. It also accesses predefined importance values for virtual objects in the display, which may indicate their relevance or visual complexity. Using the gaze data and importance values, the system predicts where the user's gaze will be directed in the future, identifying a first region of the display likely to receive attention. The system then assigns rendering priority values to the virtual objects based on their proximity to this predicted gaze region. Objects closer to the predicted gaze region receive higher priority, ensuring they are rendered with higher quality before the user's gaze arrives. This pre-rendering approach improves visual fidelity in the areas the user is most likely to focus on, while reducing the need for real-time adjustments. The technique enhances the user experience by dynamically allocating rendering resources to maintain high-quality visuals in the most relevant parts of the display.

Claim 12

Original Legal Text

12. The method of claim 11 , wherein virtual objects that are more proximal to the first region are assigned higher rendering priority values than virtual objects that are less proximal to the first region.

Plain English Translation

The invention relates to a system for rendering virtual objects in a mixed reality environment, addressing the challenge of efficiently managing computational resources while maintaining visual fidelity. The system dynamically assigns rendering priority values to virtual objects based on their proximity to a first region, which is a designated area of interest within the user's field of view. Virtual objects closer to this region are prioritized for higher-quality rendering, such as increased resolution or frame rate, while those farther away receive lower priority, allowing for reduced rendering quality or even omission to conserve resources. This approach optimizes performance by focusing computational effort on the most visually critical areas, improving user experience without excessive processing overhead. The method may also involve adjusting rendering parameters like texture detail, shading complexity, or object occlusion based on proximity to the first region. Additionally, the system can track user gaze or head movement to dynamically update the first region, ensuring that rendering priorities adapt in real-time to the user's focus. This adaptive rendering technique is particularly useful in mixed reality applications where real-time performance and visual quality are critical.

Claim 13

Original Legal Text

13. The method of claim 11 , wherein the tracking the gaze of the user includes tracking movements of eyes of the user, and wherein the gaze data is related to the movements of the eyes of the user.

Plain English Translation

This invention relates to gaze tracking technology, specifically methods for monitoring and analyzing a user's eye movements to determine their gaze direction. The system captures real-time data on the user's eye movements, including tracking the position and motion of the eyes to derive gaze data. This data is used to infer where the user is looking, enabling applications such as user interface interaction, attention monitoring, or accessibility features. The method involves capturing visual input of the user's eyes, processing the input to detect and track eye movements, and generating gaze data that correlates with these movements. The system may use cameras or sensors to observe the eyes and apply algorithms to interpret the movement patterns. This approach improves upon existing gaze-tracking systems by providing more accurate and responsive tracking of eye movements, which can be applied in fields like virtual reality, augmented reality, or assistive technologies. The invention addresses challenges in gaze tracking, such as maintaining accuracy in dynamic environments or with varying lighting conditions, by refining the tracking process to focus on precise eye movement analysis. The resulting gaze data can be used to control devices, enhance user experience, or gather insights into user behavior.

Claim 14

Original Legal Text

14. The method of claim 11 , wherein the at least part of the gaze data is usable to calculate a trajectory of the gaze, and wherein the trajectory of the gaze is usable for said predicting that the gaze of the user is to be directed toward the first region of the display at the future time.

Plain English Translation

This invention relates to gaze tracking technology, specifically methods for predicting where a user's gaze will be directed on a display in the future. The problem addressed is the need to anticipate gaze direction to improve user interaction with digital interfaces, such as for adaptive content display, accessibility features, or predictive input systems. The method involves analyzing gaze data to calculate a trajectory of the user's gaze. This trajectory is then used to predict that the user's gaze will be directed toward a specific region of the display at a future time. The gaze data may include eye movement patterns, fixation points, or other ocular metrics captured by gaze-tracking sensors. By processing this data, the system can estimate the likely path of the user's gaze and determine where it will land in the near future. The method may also involve comparing the predicted gaze trajectory with predefined regions of the display to identify which region the user is likely to focus on. This prediction can be used to preload content, adjust display settings, or trigger actions before the user explicitly interacts with the interface. The system may further refine predictions by incorporating additional contextual data, such as user behavior patterns or environmental factors, to enhance accuracy. The invention aims to provide a more responsive and intuitive user experience by leveraging gaze prediction to anticipate and prepare for user actions. This can be particularly useful in applications requiring real-time interaction, such as virtual reality, augmented reality, or assistive technologies.

Claim 15

Original Legal Text

15. The method of claim 11 , wherein the gaze detection module includes one or more cameras for capturing movements of eyes of the user for said generating the gaze data.

Plain English Translation

A system and method for gaze detection and interaction in a computing environment. The technology addresses the challenge of accurately tracking a user's gaze to enable intuitive control of digital interfaces, particularly in applications requiring precise eye movement analysis. The system includes a gaze detection module equipped with one or more cameras designed to capture real-time movements of the user's eyes. These cameras generate gaze data by tracking eye position, orientation, and movement patterns. The captured data is processed to determine the user's point of focus on a display or interface, allowing for hands-free interaction with digital content. The system may integrate additional sensors or algorithms to enhance accuracy, such as infrared illumination to improve visibility of eye features or machine learning models to predict gaze direction. The method ensures reliable gaze tracking even in varying lighting conditions or with different users, enabling applications in virtual reality, augmented reality, accessibility tools, and human-computer interaction research. The technology improves upon traditional gaze detection methods by providing a more robust and adaptable solution for real-world use.

Claim 16

Original Legal Text

16. The method of claim 11 , further comprising: tracking motion data of the HMD; wherein the predicting that the gaze of the user is to be directed toward the first region of the display at the future time is further based on the tracking of the motion data of the HMD.

Plain English Translation

This invention relates to gaze prediction in head-mounted displays (HMDs) for virtual or augmented reality systems. The problem addressed is accurately predicting where a user will look in the near future to improve rendering efficiency, reduce latency, and enhance user experience. Traditional methods often rely solely on current gaze direction, which may not account for head movements or other factors influencing gaze shifts. The invention improves gaze prediction by incorporating motion data of the HMD. By tracking the HMD's movement, the system can anticipate where the user's gaze will likely be directed at a future time. This allows the system to pre-render or prioritize rendering of specific display regions before the user looks at them, reducing visual latency and improving performance. The motion data may include head position, orientation, velocity, or acceleration, which are used alongside other gaze-tracking inputs to refine predictions. This approach ensures smoother visual transitions and better resource allocation in dynamic environments. The method is particularly useful in applications requiring real-time rendering, such as gaming, simulations, or navigation systems.

Claim 17

Original Legal Text

17. The method of claim 11 , wherein the rendering priority values define one or more of a frequency of rendering, or a complexity of rendering, or an image quality, or a resolution.

Plain English Translation

This invention relates to a method for optimizing rendering processes in computer graphics or image processing systems. The method addresses the challenge of efficiently allocating computational resources to render multiple images or graphical elements, particularly in scenarios where resources are limited or where real-time performance is critical. The core technique involves assigning rendering priority values to different images or elements, which determine how they are processed. These priority values can influence various aspects of rendering, including the frequency at which an image is rendered, the complexity of the rendering process, the image quality, and the resolution. By dynamically adjusting these parameters based on priority, the system can balance performance and visual fidelity, ensuring that higher-priority elements receive more resources while lower-priority elements are rendered with reduced computational effort. This approach is particularly useful in applications such as video games, virtual reality, augmented reality, and real-time rendering systems where maintaining smooth performance is essential. The method may also include techniques for dynamically updating priority values based on user interaction, system load, or other contextual factors to further optimize rendering efficiency.

Claim 18

Original Legal Text

18. A computer program embedded in a non-transitory computer-readable storage medium, when executed by one or more processors for rendering images on a display of a head mounted display (HMD), the computer program comprising: program instructions for tracking, with a gaze detection module inside the HMD, a gaze of a user for generating gaze data, the tracking the gaze includes tracking movements of eyes of the user; program instructions for predicting, based on the gaze data, that the gaze of the user is to be directed toward a first region of the display of the HMD at a future time; and program instructions for rendering the first region of the display with an image quality that is greater than that of regions away from the first region before the gaze of the user arrives at the first region.

Plain English Translation

This invention relates to gaze-tracking technology for head-mounted displays (HMDs) to improve image rendering efficiency. The problem addressed is the computational burden of rendering high-quality images across an entire HMD display, which is unnecessary since users typically focus on specific regions. The solution involves dynamically adjusting image quality based on predicted gaze direction. The system includes a gaze detection module within the HMD that tracks eye movements to generate gaze data. Using this data, the system predicts where the user’s gaze will be directed in the future. Before the gaze arrives at a predicted region, the system renders that region with higher image quality compared to other areas. This approach reduces processing demands by allocating higher-quality rendering only to the regions the user is likely to look at, while maintaining lower quality elsewhere. The prediction is based on real-time gaze tracking, allowing adaptive adjustments to optimize performance without compromising visual experience. This method is particularly useful for HMDs where computational resources are limited, ensuring efficient rendering while maintaining high perceived image quality.

Claim 19

Original Legal Text

19. The computer program as recited in claim 18 , further comprising: program instructions for accessing an importance value of a virtual object that is to be displayed within the first region; wherein predicting that the gaze of the user is to be directed toward the first region of the display at a future time is further based on the importance value of the virtual object that is to be displayed within the first region.

Plain English Translation

This invention relates to gaze prediction in virtual or augmented reality systems, specifically improving the accuracy of predicting where a user will look next by incorporating the importance of virtual objects in the display. The problem addressed is the challenge of accurately forecasting gaze direction in dynamic environments where multiple objects compete for attention. Traditional gaze prediction models often rely solely on visual saliency or movement patterns, which may overlook the contextual significance of objects. The system enhances gaze prediction by analyzing the importance value of a virtual object displayed in a specific region of the display. The importance value may be determined by factors such as object relevance to the user's task, frequency of interaction, or predefined priority levels. By integrating this importance metric, the system refines its prediction of whether the user's gaze will shift toward that region in the future. This allows for more efficient resource allocation, such as pre-rendering or prioritizing the rendering of high-importance objects, thereby improving performance and user experience in virtual environments. The approach is particularly useful in applications requiring real-time rendering optimization, such as gaming, training simulations, or augmented reality interfaces.

Claim 20

Original Legal Text

20. The computer program as recited in claim 18 , wherein the first region demarcates an area of the display for the higher image quality.

Plain English Translation

A system and method for optimizing image quality in a display involves dynamically allocating regions of the display to prioritize higher image quality in specific areas. The technology addresses the challenge of limited processing resources by selectively enhancing image quality in critical regions while maintaining acceptable quality in other areas. The system identifies a first region of the display designated for higher image quality, such as a focal point or area of interest, and a second region for standard or lower image quality. The computer program processes the image data to allocate more computational resources to the first region, improving resolution, sharpness, or other quality metrics, while applying reduced processing to the second region. This approach conserves processing power and bandwidth by avoiding uniform high-quality rendering across the entire display. The method may involve real-time adjustments based on user interaction, content analysis, or predefined settings to dynamically redefine the regions. The system is particularly useful in applications where display quality must be balanced with performance constraints, such as in virtual reality, augmented reality, or high-resolution video streaming.

Claim 21

Original Legal Text

21. The computer program as recited in claim 20 , wherein the regions away from the first region defined portions of the display that are not included within the area demarcated by the first region, the portions of the display not includes within the area demarcated by the first region are rendered with a lower image quality.

Plain English Translation

This invention relates to a computer program for optimizing display rendering in a graphical user interface. The technology addresses the problem of inefficient resource usage when rendering high-quality images across an entire display, particularly in scenarios where only a specific area of the display is actively in use or relevant to the user. The solution involves dynamically adjusting image quality based on user interaction or focus areas, reducing computational load and power consumption. The computer program defines a first region on the display that corresponds to an active or high-priority area, such as a user-selected portion or a region containing critical content. The remaining regions of the display, which are outside this first region, are rendered with lower image quality. This selective rendering ensures that resources are allocated efficiently, maintaining high visual fidelity only where needed while reducing processing demands elsewhere. The lower-quality rendering may involve techniques such as reduced resolution, lower frame rates, or simplified image processing for the non-active regions. The program may also dynamically adjust the first region based on user input or system priorities, ensuring continuous optimization of display performance. This approach is particularly useful in applications requiring high-performance rendering, such as gaming, video editing, or virtual reality, where resource management is critical.

Claim 22

Original Legal Text

22. The computer program as recited in claim 20 , wherein the image quality is defined by one or more of a resolution, or a complexity of imagery, or a scanning out rate, or a screen update frequency.

Plain English Translation

This invention relates to computer programs for enhancing image quality in digital imaging systems. The technology addresses the challenge of optimizing image quality based on various parameters to improve visual output. The computer program evaluates image quality using multiple factors, including resolution, complexity of imagery, scanning out rate, and screen update frequency. Resolution refers to the pixel density of the image, while complexity of imagery involves the intricacy of visual elements. Scanning out rate determines how quickly the image is processed for display, and screen update frequency measures how often the display refreshes. By adjusting these parameters, the program ensures that the displayed image meets desired quality standards. The invention may be integrated into systems requiring high-performance imaging, such as medical imaging, surveillance, or high-definition displays, where precise control over image quality is essential. The program dynamically adapts to different imaging conditions, ensuring optimal performance across various applications. This approach enhances user experience by delivering clearer, more detailed, and smoother visual output.

Patent Metadata

Filing Date

Unknown

Publication Date

January 28, 2020

Inventors

Jeffrey Roger Stafford
Xiadong Mao
Glenn Black

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